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Comparing deliantra/server/include/object.h (file contents):
Revision 1.7 by root, Sat Aug 26 23:36:32 2006 UTC vs.
Revision 1.116 by root, Mon May 7 03:05:58 2007 UTC

1/* 1/*
2 * static char *rcsid_object_h = 2 * CrossFire, A Multiplayer Online RPG
3 * "$Id: object.h,v 1.7 2006/08/26 23:36:32 root Exp $";
4 */ 3 *
5 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 23 */
28 24
29#ifndef OBJECT_H 25#ifndef OBJECT_H
30#define OBJECT_H 26#define OBJECT_H
31 27
28#include <bitset>
29
32#include "cfperl.h" 30#include "cfperl.h"
33#include "shstr.h" 31#include "shstr.h"
34 32
35typedef uint32 tag_t; 33typedef int tag_t;
34
36#define NUM_BODY_LOCATIONS 12 35#define NUM_BODY_LOCATIONS 14
37#define BODY_ARMS 1 36#define BODY_ARMS 1
38 37
39/* See common/item.c */ 38/* See common/item.c */
40 39
41typedef struct Body_Locations { 40typedef struct Body_Locations
41{
42 const char *save_name; /* Name used to load/save it to disk */ 42 const char *save_name; /* Name used to load/save it to disk */
43 const char *use_name; /* Name used when describing an item we can use */ 43 const char *use_name; /* Name used when describing an item we can use */
44 const char *nonuse_name; /* Name to describe objects we can't use */ 44 const char *nonuse_name; /* Name to describe objects we can't use */
45} Body_Locations; 45} Body_Locations;
46 46
47extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 47extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
48
49typedef struct _event
50{
51 int type;
52 const char *hook;
53 const char *plugin;
54 const char *options;
55 struct _event *next;
56} event;
57 48
58/* 49/*
59 * Each object (this also means archetypes!) could have a few of these 50 * Each object (this also means archetypes!) could have a few of these
60 * "dangling" from it; this could also end up containing 'parse errors'. 51 * "dangling" from it; this could also end up containing 'parse errors'.
61 * 52 *
63 * 54 *
64 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than 55 * Please use get_ob_key_value(), set_ob_key_value() from object.c rather than
65 * accessing the list directly. 56 * accessing the list directly.
66 * Exception is if you want to walk this list for some reason. 57 * Exception is if you want to walk this list for some reason.
67 */ 58 */
68typedef struct _key_value { 59struct key_value
69 const char * key; 60{
70 const char * value;
71 struct _key_value * next; 61 key_value *next;
72} key_value; 62 shstr key, value;
63};
73 64
65struct UUID
66{
67 uint64 seq;
68
69 UUID () { }
70 UUID (uint64 seq) : seq(seq) { }
71 operator uint64() { return seq; }
72 void operator =(uint64 seq) { this->seq = seq; }
73};
74
75extern void init_uuid ();
76extern UUID gen_uuid ();
77extern const uint64 UUID_SKIP;
74 78
75/* Definition for WILL_APPLY values. Replaces having harcoded values 79/* Definition for WILL_APPLY values. Replaces having harcoded values
76 * sprinkled in the code. Note that some of these also replace fields 80 * sprinkled in the code. Note that some of these also replace fields
77 * that were in the can_apply area. What is the point of having both 81 * that were in the can_apply area. What is the point of having both
78 * can_apply and will_apply? 82 * can_apply and will_apply?
79 */ 83 */
80#define WILL_APPLY_HANDLE 0x1 84#define WILL_APPLY_HANDLE 0x01
81#define WILL_APPLY_TREASURE 0x2 85#define WILL_APPLY_TREASURE 0x02
82#define WILL_APPLY_EARTHWALL 0x4 86#define WILL_APPLY_EARTHWALL 0x04
83#define WILL_APPLY_DOOR 0x8 87#define WILL_APPLY_DOOR 0x08
84#define WILL_APPLY_FOOD 0x10 88#define WILL_APPLY_FOOD 0x10
85 89
86
87/* Note that the ordering of this structure is sort of relevent -
88 * copy_object copies everything over beyond 'name' using memcpy.
89 * Thus, values that need to be copied need to be located beyond that
90 * point.
91 *
92 * However, if you're keeping a pointer of some sort, you probably 90/* However, if you're keeping a pointer of some sort, you probably
93 * don't just want it copied, so you'll need to add to common/object.c, 91 * don't just want it copied, so you'll need to add to common/object.C,
94 * e.g. copy-object 92 * e.g. ->copy_to ()
95 * 93 */
96 * I've tried to clean up this structure a bit (in terms of formatting) 94
97 * by making it more consistent. I've also tried to locate some of the fields 95struct body_slot
98 * more logically together (put the item related ones together, the monster 96{
99 * related ones, etc. 97 sint8 info:4; /* body info as loaded from the file */
100 * This structure is best viewed with about a 100 width screen. 98 sint8 used:4; /* Calculated value based on items equipped */
101 * MSW 2002-07-05 99};
100
101INTERFACE_CLASS (object)
102// these are being copied
103struct object_copy : attachable
104{
105 typedef bitset<NUM_FLAGS> flags_t;
106
107 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
108 sint8 ACC (RW, direction); /* Means the object is moving that way. */
109 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
110 shstr ACC (RW, name); /* The name of the object, obviously... */
111 shstr ACC (RW, name_pl); /* The plural name of the object */
112 shstr ACC (RW, title); /* Of foo, etc */
113 shstr ACC (RW, race); /* human, goblin, dragon, etc */
114 shstr ACC (RW, slaying); /* Which race to do double damage to */
115 /* If this is an exit, this is the filename */
116 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
117 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
118 shstr ACC (RW, lore); /* Obscure information about this object, */
119 /* To get put into books and the like. */
120 shstr ACC (RW, materialname); /* specific material name */
121 shstr ACC (RW, custom_name); /* Custom name assigned by player */
122// materialtype_t *ACC (RW, material); /* What material this object consists of */
123 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
124 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
125 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
126 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
127 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
128 object_ptr ACC (RW, spell); /* Spell that was being cast */
129 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
130 arch_ptr ACC (RW, arch); /* Pointer to archetype */
131 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
132
133 float ACC (RW, speed); /* The overall speed of this object */
134 float ACC (RW, speed_left); /* How much speed is left to spend this round */
135 uint32 ACC (RW, nrof); /* How many of the objects */
136
137 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
139 uint8 ACC (RW, subtype); /* subtype of object */
140 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
141 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
142 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
143 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
144 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
145 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
146 uint16 ACC (RW, materials); /* What materials this object consists of */
147 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
148 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
149 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
150 /* Note that the last_.. values are sometimes used for non obvious
151 * meanings by some objects, eg, sp penalty, permanent exp.
102 */ 152 */
153 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
154 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */
155 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
156 sint16 ACC (RW, last_eat); /* How long since we last ate */
157 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
158 sint16 ACC (RW, level); /* Level of creature or object */
159 uint8 ACC (RW, pick_up); /* See crossfire.doc */
160 sint8 ACC (RW, item_power); /* power rating of the object */
161 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 sint64 ACC (RW, perm_exp); /* Permanent exp */
167 uint32 ACC (RW, weapontype); /* type of weapon */
168 uint32 ACC (RW, tooltype); /* type of tool or build facility */
169 body_slot slot [NUM_BODY_LOCATIONS];
170 faceidx ACC (RW, face); /* Face with colors */
171 living ACC (RO, stats); /* Str, Con, Dex, etc */
172 /* See the pod/objects.pod for more info about body locations */
103 173
104struct object_simple : extendable<object> { 174 /* Following mostly refers to fields only used for monsters */
105 data_type get_dt () const { return DT_OBJECT; } 175 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
106 176
177 /* allows different movement patterns for attackers */
178 sint32 ACC (RW, move_status); /* What stage in attack mode */
179 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
180 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
181 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
182 /* races/classes can need less/more exp to gain levels */
183
184 /* Spell related information, may be useful elsewhere
185 * Note that other fields are used - these files are basically
186 * only used in spells.
187 */
188 sint16 ACC (RW, duration); /* How long the spell lasts */
189 sint16 ACC (RW, casting_time);/* time left before spell goes off */
190 uint16 ACC (RW, start_holding);
191 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
192 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
193 sint8 ACC (RW, range); /* Range of the spell */
194 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
195
196 MoveType ACC (RW, move_type); /* Type of movement this object uses */
197 MoveType ACC (RW, move_block);/* What movement types this blocks */
198 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
199 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
200 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
201 MoveType ACC (RW, move_slow); /* Movement types this slows down */
202 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
203
204 char *ACC (RW, spellarg);
205
206 /* Following are values used by any object */
207 /* this objects turns into or what this object creates */
208 treasurelist *ACC (RW, randomitems); /* Items to be generated */
209 flags_t flag; /* various flags */
210#if FOR_PERL
211 bool ACC (RW, flag[NUM_FLAGS]);
212#endif
213 uint16 ACC (RW, animation_id);/* An index into the animation array */
214 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
215 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
216 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
217 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
218 uint8 ACC (RW, will_apply); /* See crossfire.doc */
219};
220
221struct object : zero_initialised, object_copy
222{
107 /* These variables are not changed by copy_object() */ 223 // These variables are not changed by ->copy_to
224 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
225
226 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
227 int ACC (RO, count);
228 int ACC (RO, index); // index into objects
229 int ACC (RO, active); // index into actives
230
108 struct pl *contr; /* Pointer to the player which control this object */ 231 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
109 struct object *next; /* Pointer to the next object in the free/used list */ 232
110 struct object *prev; /* Pointer to the previous object in the free/used list*/
111 struct object *active_next; /* Next & previous object in the 'active' */
112 struct object *active_prev; /* List. This is used in process_events */
113 /* so that the entire object list does not */
114 /* need to be gone through. */
115 struct object *below; /* Pointer to the object stacked below this one */ 233 object *ACC (RW, below); /* Pointer to the object stacked below this one */
116 struct object *above; /* Pointer to the object stacked above this one */ 234 object *ACC (RW, above); /* Pointer to the object stacked above this one */
117 /* Note: stacked in the *same* environment*/ 235 /* Note: stacked in the *same* environment */
118 struct object *inv; /* Pointer to the first object in the inventory */ 236 object *inv; /* Pointer to the first object in the inventory */
237
238 //TODO: container must move into client
119 struct object *container; /* Current container being used. I think this 239 object_ptr ACC (RW, container); /* Current container being used. I think this
120 * is only used by the player right now. 240 * is only used by the player right now.
121 */ 241 */
122 struct object *env; /* Pointer to the object which is the environment. 242 object *ACC (RW, env); /* Pointer to the object which is the environment.
123 * This is typically the container that the object is in. 243 * This is typically the container that the object is in.
124 */ 244 */
125 struct object *more; /* Pointer to the rest of a large body of objects */ 245 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
126 struct object *head; /* Points to the main object of a large body */ 246 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
127 struct mapstruct *map; /* Pointer to the map in which this object is present */ 247 client_container *seen_by; // seen by which player/container currently?
248 key_value *key_values; /* Fields not explictly known by the loader. */
128 249
129 tag_t count; /* Unique object number for this object */ 250 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
130 uint16 refcount; /* How many objects points to this object */ 251 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
252 bool write (object_freezer &f);
253
254 MTH static object *create ();
255 object &operator =(const object &src);
256 MTH void copy_to (object *dst);
257 MTH object *clone (); // create + copy_to
258 void do_destroy ();
259 void gather_callbacks (AV *&callbacks, event_type event) const;
260 MTH void destroy (bool destroy_inventory = false);
261
262 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
263 MTH void destroy_inv (bool drop_to_ground = false);
264 MTH object *insert (object *item); // insert into inventory
265 void do_remove ();
266 MTH void remove ()
267 {
268 if (!flag [FLAG_REMOVED])
269 do_remove ();
270 }
271
272 static bool can_merge_slow (object *op1, object *op2);
273
274 // this is often used in time-critical code, so optimise
275 MTH static bool can_merge (object *op1, object *op2)
276 {
277 return op1->value == op2->value
278 && op1->name == op2->name
279 && can_merge_slow (op1, op2);
280 }
281
282 MTH void set_owner (object *owner);
283 MTH void set_speed (float speed);
284 MTH void set_weapon (object *ob);
285
286 MTH void open_container (object *new_container);
287 MTH void close_container ()
288 {
289 open_container (0);
290 }
291
292 MTH void instantiate ();
293
294 // recalculate all stats
295 MTH void update_stats ();
296 MTH void roll_stats ();
297 MTH void swap_stats (int a, int b);
298 MTH void add_statbonus ();
299 MTH void remove_statbonus ();
300 MTH void drain_stat ();
301 MTH void drain_specific_stat (int deplete_stats);
302 MTH void change_luck (int value);
303
304 // info must hold 256 * 3 bytes currently
305 const char *debug_desc (char *info) const;
306 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers
307 const char *flag_desc (char *desc, int len) const;
308
309 int number_of () const
310 {
311 return nrof ? nrof : 1;
312 }
313
314 uint64 total_weight () const
315 {
316 return weight * number_of ();
317 }
318
319 // return the dominant material of this item, always return something
320 const materialtype_t *dominant_material () const;
321
322 // return the volume of this object in cm³
323 uint64 volume () const
324 {
325 return total_weight ()
326 * 1000
327 * (type == CONTAINER ? 1000 : 1)
328 / dominant_material ()->density;
329 }
330
331 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
332 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
333 || type == CLOAK || type == BOOTS || type == GLOVES
334 || type == BRACERS || type == GIRDLE; }
335 MTH bool is_alive () const { return (type == PLAYER
336 || flag [FLAG_MONSTER]
337 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
338 && !flag [FLAG_IS_A_TEMPLATE]; }
339 MTH bool is_arrow () const { return type == ARROW
340 || (type == SPELL_EFFECT
341 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
342 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
343
344 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
345
346 // temporary: wether the object can be saved in a map file
347 // contr => is a player
348 // head => only save head of a multitile object
349 // owner => can not reference owner yet
350 MTH bool can_map_save () const { return !contr && !head && !owner && !flag [FLAG_NO_MAP_SAVE]; }
351
352 /* This return true if object has still randomitems which
353 * could be expanded.
354 */
355 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
356
357 // returns the player that has this object in his inventory, or 0
358 MTH object *in_player () const
359 {
360 for (object *op = env; op; op = op->env)
361 if (op->type == PLAYER)
362 return op;
363
364 return 0;
365 }
366
367 // "temporary" helper function
368 MTH object *head_ ()
369 {
370 return head ? head : this;
371 }
372
373 MTH std::string long_desc (object *who = 0);
374 MTH std::string describe_monster (object *who = 0);
375 MTH std::string describe_item (object *who = 0);
376 MTH std::string describe (object *who = 0);
377
378 // If this object has no extra parts but should have them,
379 // add them, effectively expanding heads into multipart
380 // objects. This method only works on objects not inserted
381 // anywhere.
382 MTH void expand_tail ();
383
384 MTH void create_treasure (treasurelist *tl, int flags = 0);
385
386 // insert object at same map position as 'where'
387 // handles both inventory and map "positions"
388 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
389
390 MTH void activate ();
391 MTH void deactivate ();
392 MTH void activate_recursive ();
393 MTH void deactivate_recursive ();
394
395 // set the givne flag on all objects in the inventory recursively
396 MTH void set_flag_inv (int flag, int value = 1);
397
398 void enter_exit (object *exit);//Perl
399 MTH void enter_map (maptile *newmap, int x, int y);
400
401 // returns the mapspace this object is in
402 mapspace &ms () const;
403
404 // fully recursive iterator
405 struct iterator_base
406 {
407 object *item;
408
409 iterator_base (object *container)
410 : item (container)
411 {
412 }
413
414 operator object *() const { return item; }
415
416 object *operator ->() const { return item; }
417 object &operator * () const { return *item; }
418 };
419
420 MTH unsigned int random_seed () const
421 {
422 return (unsigned int)uuid.seq;
423 }
424
425 // depth-first recursive iterator
426 struct depth_iterator : iterator_base
427 {
428 depth_iterator (object *container);
429 void next ();
430 object *operator ++( ) { next (); return item; }
431 object *operator ++(int) { object *i = item; next (); return i; }
432 };
433
434 object *begin ()
435 {
436 return this;
437 }
438
439 object *end ()
440 {
441 return this;
442 }
443
444 /* This returns TRUE if the object is something that
445 * should be displayed in the floorbox/inventory window
446 */
447 MTH bool client_visible () const
448 {
449 return !invisible && type != PLAYER;
450 }
451
452 MTH struct region *region () const;
453
454protected:
455 friend struct archetype;
456
457 void link ();
458 void unlink ();
459
460 object ();
461 ~object ();
131}; 462};
132 463
133struct object_special { 464typedef object_vector<object, &object::index > objectvec;
134 /* These get an extra add_refcount(), after having been copied by memcpy(). 465typedef object_vector<object, &object::active> activevec;
135 * All fields beow this point are automatically copied by memcpy. If
136 * adding something that needs a refcount updated, make sure you modify
137 * copy_object to do so. Everything below here also gets cleared
138 * by clear_object()
139 */
140 const char *name; /* The name of the object, obviously... */
141 const char *name_pl; /* The plural name of the object */
142 const char *title; /* Of foo, etc */
143 const char *race; /* human, goblin, dragon, etc */
144 const char *slaying; /* Which race to do double damage to */
145 /* If this is an exit, this is the filename */
146 const char *skill; /* Name of the skill this object uses/grants */
147 const char *msg; /* If this is a book/sign/magic mouth/etc */
148 const char *lore; /* Obscure information about this object, */
149 /* To get put into books and the like. */
150 466
151 sint16 x,y; /* Position in the map for this object */ 467extern objectvec objects;
152 sint16 ox,oy; /* For debugging: Where it was last inserted */ 468extern activevec actives;
153 float speed; /* The overall speed of this object */
154 float speed_left; /* How much speed is left to spend this round */
155 uint32 nrof; /* How many of the objects */
156 New_Face *face; /* Face with colors */
157 sint8 direction; /* Means the object is moving that way. */
158 sint8 facing; /* Object is oriented/facing that way. */
159 469
160 /* This next big block are basically used for monsters and equipment */ 470#define for_all_objects(var) \
161 uint8 type; /* PLAYER, BULLET, etc. See define.h */ 471 for (unsigned _i = 0; _i < objects.size (); ++_i) \
162 uint8 subtype; /* subtype of object */ 472 declvar (object *, var, objects [_i])
163 uint16 client_type; /* Public type information. see doc/Developers/objects */
164 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
165 uint32 attacktype; /* Bitmask of attacks this object does */
166 uint32 path_attuned; /* Paths the object is attuned to */
167 uint32 path_repelled; /* Paths the object is repelled from */
168 uint32 path_denied; /* Paths the object is denied access to */
169 uint16 material; /* What materials this object consist of */
170 const char *materialname; /* specific material name */
171 sint8 magic; /* Any magical bonuses to this item */
172 uint8 state; /* How the object was last drawn (animation) */
173 sint32 value; /* How much money it is worth (or contains) */
174 sint16 level; /* Level of creature or object */
175 /* Note that the last_.. values are sometimes used for non obvious
176 * meanings by some objects, eg, sp penalty, permanent exp.
177 */
178 sint32 last_heal; /* Last healed. Depends on constitution */
179 sint32 last_sp; /* As last_heal, but for spell points */
180 sint16 last_grace; /* as last_sp, except for grace */
181 sint16 last_eat; /* How long since we last ate */
182 sint16 invisible; /* How much longer the object will be invis */
183 uint8 pick_up; /* See crossfire.doc */
184 sint8 item_power; /* power rating of the object */
185 sint8 gen_sp_armour; /* sp regen penalty this object has (was last_heal)*/
186 sint32 weight; /* Attributes of the object */
187 sint32 weight_limit; /* Weight-limit of object */
188 sint32 carrying; /* How much weight this object contains */
189 sint8 glow_radius; /* indicates the glow radius of the object */
190 living stats; /* Str, Con, Dex, etc */
191 sint64 perm_exp; /* Permanent exp */
192 const char *current_weapon_script; /* The script of the currently used weapon. Executed */
193 /* each time the object attacks something */
194 struct object *current_weapon; /* Pointer to the weapon currently used */
195 uint32 weapontype; /* type of weapon */
196 uint32 tooltype; /* type of tool or build facility */
197 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
198 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
199 /* See the doc/Developers/objects for more info about body locations */
200 473
201 /* Following mostly refers to fields only used for monsters */ 474#define for_all_actives(var) \
202 struct object *owner; /* Pointer to the object which controls this one */ 475 for (unsigned _i = 0; _i < actives.size (); ++_i) \
203 /* Owner should not be referred to directly - */ 476 declvar (object *, var, actives [_i])
204 /* get_owner should be used instead. */
205 tag_t ownercount; /* What count the owner had (in case owner */
206 /* has been freed) */
207 struct object *enemy; /* Monster/player to follow even if not closest */
208 struct object *attacked_by; /* This object start to attack us! only player & monster */
209 tag_t attacked_by_count; /* the tag of attacker, so we can be sure */
210 struct treasureliststruct *randomitems; /* Items to be generated */
211 uint16 run_away; /* Monster runs away if it's hp goes below this percentage. */
212 struct object *chosen_skill; /* the skill chosen to use */
213 uint32 hide; /* The object is hidden, not invisible */
214 /* changes made by kholland@sunlab.cit.cornell.edu */
215 /* allows different movement patterns for attackers */
216 sint32 move_status; /* What stage in attack mode */
217 uint16 attack_movement;/* What kind of attack movement */
218 uint8 will_apply; /* See crossfire.doc */
219 struct object *spellitem; /* Spell ability monster is choosing to use */
220 double expmul; /* needed experience = (calc_exp*expmul) - means some */
221 /* races/classes can need less/more exp to gain levels */
222 477
223 /* Spell related information, may be useful elsewhere 478typedef struct oblnk
224 * Note that other fields are used - these files are basically
225 * only used in spells.
226 */
227 sint16 duration; /* How long the spell lasts */
228 uint8 duration_modifier; /* how level modifies duration */
229 sint16 casting_time; /* time left before spell goes off */
230 struct object *spell; /* Spell that was being cast */
231 uint16 start_holding;
232 char *spellarg;
233 uint8 dam_modifier; /* How going up in level effects damage */
234 sint8 range; /* Range of the spell */
235 uint8 range_modifier; /* How going up in level effects range */
236
237 /* Following are values used by any object */
238 struct archt *arch; /* Pointer to archetype */
239 struct archt *other_arch; /* Pointer used for various things - mostly used for what */
240 /* this objects turns into or what this object creates */
241 uint32 flags[4]; /* various flags */
242 uint16 animation_id; /* An index into the animation array */
243 uint8 anim_speed; /* ticks between animation-frames */
244 uint8 last_anim; /* last sequence used to draw face */
245 sint32 elevation; /* elevation of this terrain - not currently used */
246 uint8 smoothlevel; /* how to smooth this square around*/
247
248 MoveType move_type; /* Type of movement this object uses */
249 MoveType move_block; /* What movement types this blocks */
250 MoveType move_allow; /* What movement types explicitly allowd */
251 MoveType move_on; /* Move types affected moving on to this space */
252 MoveType move_off; /* Move types affected moving off this space */
253 MoveType move_slow; /* Movement types this slows down */
254 float move_slow_penalty; /* How much this slows down the object */
255
256 event *events;
257
258 const char *custom_name; /* Custom name assigned by player */
259 key_value *key_values; /* Fields not explictly known by the loader. */
260};
261
262struct object : object_special, object_simple {
263 void instantiate_ ();
264 void instantiate ()
265 {
266 if (attach)
267 {
268 instantiate_ ();
269 free_string (attach);
270 attach = 0;
271 }
272 }
273 void clone (object *destination)
274 {
275 if (attach)
276 destination->attach = add_refcount (attach);
277
278 if (self || cb)
279 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
280 }
281};
282
283typedef struct oblnk { /* Used to link together several objects */ 479{ /* Used to link together several objects */
284 object *ob; 480 object_ptr ob;
285 struct oblnk *next; 481 struct oblnk *next;
286 tag_t id;
287} objectlink; 482} objectlink;
288 483
289typedef struct oblinkpt { /* Used to link together several object links */ 484typedef struct oblinkpt
485{ /* Used to link together several object links */
290 struct oblnk *link; 486 struct oblnk *link;
291 long value; /* Used as connected value in buttons/gates */ 487 long value; /* Used as connected value in buttons/gates */
292 struct oblinkpt *next; 488 struct oblinkpt *next;
293} oblinkpt; 489} oblinkpt;
294 490
295/* 491/*
296 * The archetype structure is a set of rules on how to generate and manipulate 492 * The archetype structure is a set of rules on how to generate and manipulate
299 * be much left in the archetype - all it really is is a holder for the 495 * be much left in the archetype - all it really is is a holder for the
300 * object and pointers. This structure should get removed, and just replaced 496 * object and pointers. This structure should get removed, and just replaced
301 * by the object structure 497 * by the object structure
302 */ 498 */
303 499
304typedef struct archt { 500INTERFACE_CLASS (archetype)
501struct archetype : zero_initialised, attachable
502{
503 archetype ();
504 ~archetype ();
505 void gather_callbacks (AV *&callbacks, event_type event) const;
506
507 static archetype *read (object_thawer &f);
508 static archetype *get (const char *name); // find or create
509 static archetype *find (const char *name);
510
511 void hash_add (); // add to hashtable
512 void hash_del (); // remove from hashtable
513
305 const char *name; /* More definite name, like "generate_kobold" */ 514 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
306 struct archt *next; /* Next archetype in a linked list */ 515 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
307 struct archt *head; /* The main part of a linked object */ 516 struct archetype *ACC (RW, head); /* The main part of a linked object */
308 struct archt *more; /* Next part of a linked object */ 517 struct archetype *ACC (RW, more); /* Next part of a linked object */
309 object clone; /* An object from which to do copy_object() */ 518 object ACC (RO, clone); /* An object from which to do ->copy_to () */
310 uint32 editable; /* editable flags (mainly for editor) */ 519 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
520 bool ACC (RW, linked); // linked into list of heads
311 sint8 tail_x, tail_y; /* Where the lower right most portion of the object is 521 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
312 * in comparison to the head. 522 * in comparison to the head.
313 */ 523 */
314} archetype; 524};
315
316extern object *objects;
317extern object *active_objects;
318extern object *free_objects;
319extern object objarray[STARTMAX];
320
321extern int nrofallocobjects;
322extern int nroffreeobjects;
323
324/* This returns TRUE if the object is somethign that
325 * should be displayed in the look window
326 */
327#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR)
328 525
329/* Used by update_object to know if the object being passed is 526/* Used by update_object to know if the object being passed is
330 * being added or removed. 527 * being added or removed.
331 */ 528 */
332#define UP_OBJ_INSERT 1 529#define UP_OBJ_INSERT 1
333#define UP_OBJ_REMOVE 2 530#define UP_OBJ_REMOVE 2
334#define UP_OBJ_CHANGE 3 531#define UP_OBJ_CHANGE 3
335#define UP_OBJ_FACE 4 /* Only thing that changed was the face */ 532#define UP_OBJ_FACE 4 /* Only thing that changed was the face */
336 533
337/* These are flags passed to insert_ob_in_map and 534/* These are flags passed to insert_ob_in_map and
338 * insert_ob_in_ob. Note that all flags may not be meaningful 535 * insert_ob_in_ob. Note that all flags may not be meaningful
339 * for both functions. 536 * for both functions.
340 * Most are fairly explanatory: 537 * Most are fairly explanatory:
359 * are mutually exclusive. The behaviour for passing more than one 556 * are mutually exclusive. The behaviour for passing more than one
360 * should be considered undefined - while you may notice what happens 557 * should be considered undefined - while you may notice what happens
361 * right now if you pass more than one, that could very well change 558 * right now if you pass more than one, that could very well change
362 * in future revisions of the code. 559 * in future revisions of the code.
363 */ 560 */
364#define INS_NO_MERGE 0x0001 561#define INS_NO_MERGE 0x0001
365#define INS_ABOVE_FLOOR_ONLY 0x0002 562#define INS_ABOVE_FLOOR_ONLY 0x0002
366#define INS_NO_WALK_ON 0x0004 563#define INS_NO_WALK_ON 0x0004
367#define INS_ON_TOP 0x0008 564#define INS_ON_TOP 0x0008
368#define INS_BELOW_ORIGINATOR 0x0010 565#define INS_BELOW_ORIGINATOR 0x0010
369#define INS_MAP_LOAD 0x0020 566#define INS_MAP_LOAD 0x0020
370 567
371#define ARCH_SINGULARITY "singularity" 568#define ARCH_SINGULARITY "singularity"
372#define ARCH_SINGULARITY_LEN 11
373#define ARCH_DETECT_MAGIC "detect_magic" 569#define ARCH_DETECT_MAGIC "detect_magic"
374#define ARCH_DEPLETION "depletion" 570#define ARCH_DEPLETION "depletion"
375#define ARCH_SYMPTOM "symptom" 571#define ARCH_SYMPTOM "symptom"
376 572
377#endif 573#endif
574

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